/** * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: Apache-2.0. */ #pragma once #include #include #include #include #include namespace Aws { namespace Utils { namespace Json { class JsonValue; class JsonView; } // namespace Json } // namespace Utils namespace GameLift { namespace Model { /** *

Log entry describing an event that involves Amazon GameLift resources (such * as a fleet). In addition to tracking activity, event codes and messages can * provide additional information for troubleshooting and debugging * problems.

See Also:

AWS API * Reference

*/ class Event { public: AWS_GAMELIFT_API Event(); AWS_GAMELIFT_API Event(Aws::Utils::Json::JsonView jsonValue); AWS_GAMELIFT_API Event& operator=(Aws::Utils::Json::JsonView jsonValue); AWS_GAMELIFT_API Aws::Utils::Json::JsonValue Jsonize() const; /** *

A unique identifier for a fleet event.

*/ inline const Aws::String& GetEventId() const{ return m_eventId; } /** *

A unique identifier for a fleet event.

*/ inline bool EventIdHasBeenSet() const { return m_eventIdHasBeenSet; } /** *

A unique identifier for a fleet event.

*/ inline void SetEventId(const Aws::String& value) { m_eventIdHasBeenSet = true; m_eventId = value; } /** *

A unique identifier for a fleet event.

*/ inline void SetEventId(Aws::String&& value) { m_eventIdHasBeenSet = true; m_eventId = std::move(value); } /** *

A unique identifier for a fleet event.

*/ inline void SetEventId(const char* value) { m_eventIdHasBeenSet = true; m_eventId.assign(value); } /** *

A unique identifier for a fleet event.

*/ inline Event& WithEventId(const Aws::String& value) { SetEventId(value); return *this;} /** *

A unique identifier for a fleet event.

*/ inline Event& WithEventId(Aws::String&& value) { SetEventId(std::move(value)); return *this;} /** *

A unique identifier for a fleet event.

*/ inline Event& WithEventId(const char* value) { SetEventId(value); return *this;} /** *

A unique identifier for an event resource, such as a fleet ID.

*/ inline const Aws::String& GetResourceId() const{ return m_resourceId; } /** *

A unique identifier for an event resource, such as a fleet ID.

*/ inline bool ResourceIdHasBeenSet() const { return m_resourceIdHasBeenSet; } /** *

A unique identifier for an event resource, such as a fleet ID.

*/ inline void SetResourceId(const Aws::String& value) { m_resourceIdHasBeenSet = true; m_resourceId = value; } /** *

A unique identifier for an event resource, such as a fleet ID.

*/ inline void SetResourceId(Aws::String&& value) { m_resourceIdHasBeenSet = true; m_resourceId = std::move(value); } /** *

A unique identifier for an event resource, such as a fleet ID.

*/ inline void SetResourceId(const char* value) { m_resourceIdHasBeenSet = true; m_resourceId.assign(value); } /** *

A unique identifier for an event resource, such as a fleet ID.

*/ inline Event& WithResourceId(const Aws::String& value) { SetResourceId(value); return *this;} /** *

A unique identifier for an event resource, such as a fleet ID.

*/ inline Event& WithResourceId(Aws::String&& value) { SetResourceId(std::move(value)); return *this;} /** *

A unique identifier for an event resource, such as a fleet ID.

*/ inline Event& WithResourceId(const char* value) { SetResourceId(value); return *this;} /** *

The type of event being logged.

Fleet state transition * events:

  • FLEET_CREATED -- A fleet resource was successfully * created with a status of NEW. Event messaging includes the fleet * ID.

  • FLEET_STATE_DOWNLOADING -- Fleet status changed from * NEW to DOWNLOADING. The compressed build has started * downloading to a fleet instance for installation.

  • *

    FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING * to VALIDATING. Amazon GameLift has successfully downloaded the * build and is now validating the build files.

  • *

    FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to * BUILDING. Amazon GameLift has successfully verified the build files * and is now running the installation scripts.

  • *

    FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to * ACTIVATING. Amazon GameLift is trying to launch an instance and * test the connectivity between the build and the Amazon GameLift Service via the * Server SDK.

  • FLEET_STATE_ACTIVE -- The fleet's status changed * from ACTIVATING to ACTIVE. The fleet is now ready to * host game sessions.

  • FLEET_STATE_ERROR -- The Fleet's status * changed to ERROR. Describe the fleet event message for more * details.

Fleet creation events (ordered by fleet creation * activity):

  • FLEET_BINARY_DOWNLOAD_FAILED -- The build * failed to download to the fleet instance.

  • *

    FLEET_CREATION_EXTRACTING_BUILD -- The game server build was successfully * downloaded to an instance, and the build files are now being extracted from the * uploaded build and saved to an instance. Failure at this stage prevents a fleet * from moving to ACTIVE status. Logs for this stage display a list of the files * that are extracted and saved on the instance. Access the logs by using the URL * in PreSignedLogUrl.

  • FLEET_CREATION_RUNNING_INSTALLER -- * The game server build files were successfully extracted, and the GameLift is now * running the build's install script (if one is included). Failure in this stage * prevents a fleet from moving to ACTIVE status. Logs for this stage list the * installation steps and whether or not the install completed successfully. Access * the logs by using the URL in PreSignedLogUrl.

  • *

    FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, * and the GameLift is now verifying that the game server launch paths, which are * specified in the fleet's runtime configuration, exist. If any listed launch path * exists, Amazon GameLift tries to launch a game server process and waits for the * process to report ready. Failures in this stage prevent a fleet from moving to * ACTIVE status. Logs for this stage list the launch paths in the * runtime configuration and indicate whether each is found. Access the logs by * using the URL in PreSignedLogUrl.

  • *

    FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime * configuration failed because the executable specified in a launch path does not * exist on the instance.

  • *

    FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime * configuration failed because the executable specified in a launch path failed to * run on the fleet instance.

  • FLEET_VALIDATION_TIMED_OUT -- * Validation of the fleet at the end of creation timed out. Try fleet creation * again.

  • FLEET_ACTIVATION_FAILED -- The fleet failed to * successfully complete one of the steps in the fleet activation process. This * event code indicates that the game build was successfully downloaded to a fleet * instance, built, and validated, but was not able to start a server process. For * more information, see Debug * Fleet Creation Issues.

  • *

    FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain * any instances based on the input fleet attributes. Try again at a different time * or choose a different combination of fleet attributes such as fleet type, * instance type, etc.

  • FLEET_INITIALIZATION_FAILED -- A generic * exception occurred during fleet creation. Describe the fleet event message for * more details.

VPC peering events:

  • *

    FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established * between the VPC for an Amazon GameLift fleet and a VPC in your Amazon Web * Services account.

  • FLEET_VPC_PEERING_FAILED -- A requested VPC * peering connection has failed. Event details and status information provide * additional detail. A common reason for peering failure is that the two VPCs have * overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR * block for the VPC in your Amazon Web Services account. For more information on * VPC peering failures, see https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html *

  • FLEET_VPC_PEERING_DELETED -- A VPC peering connection has * been successfully deleted.

Spot instance events:

*
  • INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 * with a two-minute notification.

Server process * events:

  • SERVER_PROCESS_INVALID_PATH -- The game server * executable or script could not be found based on the Fleet runtime * configuration. Check that the launch path is correct based on the operating * system of the Fleet.

  • SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT * -- The server process did not call InitSDK() within the time expected. Check * your game session log to see why InitSDK() was not called in time.

  • *
  • SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call * ProcessReady() within the time expected after calling InitSDK(). Check your game * session log to see why ProcessReady() was not called in time.

  • *

    SERVER_PROCESS_CRASHED -- The server process exited without calling * ProcessEnding(). Check your game session log to see why ProcessEnding() was not * called.

  • SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server * process did not report a valid health check for too long and was therefore * terminated by GameLift. Check your game session log to see if the thread became * stuck processing a synchronous task for too long.

  • *

    SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly * after OnProcessTerminate() was sent within the time expected. Check your game * session log to see why termination took longer than expected.

  • *

    SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit * cleanly within the time expected after calling ProcessEnding(). Check your game * session log to see why termination took longer than expected.

*

Game session events:

  • *

    GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the * expected time. Check your game session log to see why ActivateGameSession() took * longer to complete than expected.

Other fleet events: *

  • FLEET_SCALING_EVENT -- A change was made to the fleet's * capacity settings (desired instances, minimum/maximum scaling limits). Event * messaging includes the new capacity settings.

  • *

    FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the * fleet's game session protection policy setting. Event messaging includes both * the old and new policy setting.

  • FLEET_DELETED -- A request to * delete a fleet was initiated.

  • GENERIC_EVENT -- An unspecified * event has occurred.

*/ inline const EventCode& GetEventCode() const{ return m_eventCode; } /** *

The type of event being logged.

Fleet state transition * events:

  • FLEET_CREATED -- A fleet resource was successfully * created with a status of NEW. Event messaging includes the fleet * ID.

  • FLEET_STATE_DOWNLOADING -- Fleet status changed from * NEW to DOWNLOADING. The compressed build has started * downloading to a fleet instance for installation.

  • *

    FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING * to VALIDATING. Amazon GameLift has successfully downloaded the * build and is now validating the build files.

  • *

    FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to * BUILDING. Amazon GameLift has successfully verified the build files * and is now running the installation scripts.

  • *

    FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to * ACTIVATING. Amazon GameLift is trying to launch an instance and * test the connectivity between the build and the Amazon GameLift Service via the * Server SDK.

  • FLEET_STATE_ACTIVE -- The fleet's status changed * from ACTIVATING to ACTIVE. The fleet is now ready to * host game sessions.

  • FLEET_STATE_ERROR -- The Fleet's status * changed to ERROR. Describe the fleet event message for more * details.

Fleet creation events (ordered by fleet creation * activity):

  • FLEET_BINARY_DOWNLOAD_FAILED -- The build * failed to download to the fleet instance.

  • *

    FLEET_CREATION_EXTRACTING_BUILD -- The game server build was successfully * downloaded to an instance, and the build files are now being extracted from the * uploaded build and saved to an instance. Failure at this stage prevents a fleet * from moving to ACTIVE status. Logs for this stage display a list of the files * that are extracted and saved on the instance. Access the logs by using the URL * in PreSignedLogUrl.

  • FLEET_CREATION_RUNNING_INSTALLER -- * The game server build files were successfully extracted, and the GameLift is now * running the build's install script (if one is included). Failure in this stage * prevents a fleet from moving to ACTIVE status. Logs for this stage list the * installation steps and whether or not the install completed successfully. Access * the logs by using the URL in PreSignedLogUrl.

  • *

    FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, * and the GameLift is now verifying that the game server launch paths, which are * specified in the fleet's runtime configuration, exist. If any listed launch path * exists, Amazon GameLift tries to launch a game server process and waits for the * process to report ready. Failures in this stage prevent a fleet from moving to * ACTIVE status. Logs for this stage list the launch paths in the * runtime configuration and indicate whether each is found. Access the logs by * using the URL in PreSignedLogUrl.

  • *

    FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime * configuration failed because the executable specified in a launch path does not * exist on the instance.

  • *

    FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime * configuration failed because the executable specified in a launch path failed to * run on the fleet instance.

  • FLEET_VALIDATION_TIMED_OUT -- * Validation of the fleet at the end of creation timed out. Try fleet creation * again.

  • FLEET_ACTIVATION_FAILED -- The fleet failed to * successfully complete one of the steps in the fleet activation process. This * event code indicates that the game build was successfully downloaded to a fleet * instance, built, and validated, but was not able to start a server process. For * more information, see Debug * Fleet Creation Issues.

  • *

    FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain * any instances based on the input fleet attributes. Try again at a different time * or choose a different combination of fleet attributes such as fleet type, * instance type, etc.

  • FLEET_INITIALIZATION_FAILED -- A generic * exception occurred during fleet creation. Describe the fleet event message for * more details.

VPC peering events:

  • *

    FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established * between the VPC for an Amazon GameLift fleet and a VPC in your Amazon Web * Services account.

  • FLEET_VPC_PEERING_FAILED -- A requested VPC * peering connection has failed. Event details and status information provide * additional detail. A common reason for peering failure is that the two VPCs have * overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR * block for the VPC in your Amazon Web Services account. For more information on * VPC peering failures, see https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html *

  • FLEET_VPC_PEERING_DELETED -- A VPC peering connection has * been successfully deleted.

Spot instance events:

*
  • INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 * with a two-minute notification.

Server process * events:

  • SERVER_PROCESS_INVALID_PATH -- The game server * executable or script could not be found based on the Fleet runtime * configuration. Check that the launch path is correct based on the operating * system of the Fleet.

  • SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT * -- The server process did not call InitSDK() within the time expected. Check * your game session log to see why InitSDK() was not called in time.

  • *
  • SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call * ProcessReady() within the time expected after calling InitSDK(). Check your game * session log to see why ProcessReady() was not called in time.

  • *

    SERVER_PROCESS_CRASHED -- The server process exited without calling * ProcessEnding(). Check your game session log to see why ProcessEnding() was not * called.

  • SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server * process did not report a valid health check for too long and was therefore * terminated by GameLift. Check your game session log to see if the thread became * stuck processing a synchronous task for too long.

  • *

    SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly * after OnProcessTerminate() was sent within the time expected. Check your game * session log to see why termination took longer than expected.

  • *

    SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit * cleanly within the time expected after calling ProcessEnding(). Check your game * session log to see why termination took longer than expected.

*

Game session events:

  • *

    GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the * expected time. Check your game session log to see why ActivateGameSession() took * longer to complete than expected.

Other fleet events: *

  • FLEET_SCALING_EVENT -- A change was made to the fleet's * capacity settings (desired instances, minimum/maximum scaling limits). Event * messaging includes the new capacity settings.

  • *

    FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the * fleet's game session protection policy setting. Event messaging includes both * the old and new policy setting.

  • FLEET_DELETED -- A request to * delete a fleet was initiated.

  • GENERIC_EVENT -- An unspecified * event has occurred.

*/ inline bool EventCodeHasBeenSet() const { return m_eventCodeHasBeenSet; } /** *

The type of event being logged.

Fleet state transition * events:

  • FLEET_CREATED -- A fleet resource was successfully * created with a status of NEW. Event messaging includes the fleet * ID.

  • FLEET_STATE_DOWNLOADING -- Fleet status changed from * NEW to DOWNLOADING. The compressed build has started * downloading to a fleet instance for installation.

  • *

    FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING * to VALIDATING. Amazon GameLift has successfully downloaded the * build and is now validating the build files.

  • *

    FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to * BUILDING. Amazon GameLift has successfully verified the build files * and is now running the installation scripts.

  • *

    FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to * ACTIVATING. Amazon GameLift is trying to launch an instance and * test the connectivity between the build and the Amazon GameLift Service via the * Server SDK.

  • FLEET_STATE_ACTIVE -- The fleet's status changed * from ACTIVATING to ACTIVE. The fleet is now ready to * host game sessions.

  • FLEET_STATE_ERROR -- The Fleet's status * changed to ERROR. Describe the fleet event message for more * details.

Fleet creation events (ordered by fleet creation * activity):

  • FLEET_BINARY_DOWNLOAD_FAILED -- The build * failed to download to the fleet instance.

  • *

    FLEET_CREATION_EXTRACTING_BUILD -- The game server build was successfully * downloaded to an instance, and the build files are now being extracted from the * uploaded build and saved to an instance. Failure at this stage prevents a fleet * from moving to ACTIVE status. Logs for this stage display a list of the files * that are extracted and saved on the instance. Access the logs by using the URL * in PreSignedLogUrl.

  • FLEET_CREATION_RUNNING_INSTALLER -- * The game server build files were successfully extracted, and the GameLift is now * running the build's install script (if one is included). Failure in this stage * prevents a fleet from moving to ACTIVE status. Logs for this stage list the * installation steps and whether or not the install completed successfully. Access * the logs by using the URL in PreSignedLogUrl.

  • *

    FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, * and the GameLift is now verifying that the game server launch paths, which are * specified in the fleet's runtime configuration, exist. If any listed launch path * exists, Amazon GameLift tries to launch a game server process and waits for the * process to report ready. Failures in this stage prevent a fleet from moving to * ACTIVE status. Logs for this stage list the launch paths in the * runtime configuration and indicate whether each is found. Access the logs by * using the URL in PreSignedLogUrl.

  • *

    FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime * configuration failed because the executable specified in a launch path does not * exist on the instance.

  • *

    FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime * configuration failed because the executable specified in a launch path failed to * run on the fleet instance.

  • FLEET_VALIDATION_TIMED_OUT -- * Validation of the fleet at the end of creation timed out. Try fleet creation * again.

  • FLEET_ACTIVATION_FAILED -- The fleet failed to * successfully complete one of the steps in the fleet activation process. This * event code indicates that the game build was successfully downloaded to a fleet * instance, built, and validated, but was not able to start a server process. For * more information, see Debug * Fleet Creation Issues.

  • *

    FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain * any instances based on the input fleet attributes. Try again at a different time * or choose a different combination of fleet attributes such as fleet type, * instance type, etc.

  • FLEET_INITIALIZATION_FAILED -- A generic * exception occurred during fleet creation. Describe the fleet event message for * more details.

VPC peering events:

  • *

    FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established * between the VPC for an Amazon GameLift fleet and a VPC in your Amazon Web * Services account.

  • FLEET_VPC_PEERING_FAILED -- A requested VPC * peering connection has failed. Event details and status information provide * additional detail. A common reason for peering failure is that the two VPCs have * overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR * block for the VPC in your Amazon Web Services account. For more information on * VPC peering failures, see https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html *

  • FLEET_VPC_PEERING_DELETED -- A VPC peering connection has * been successfully deleted.

Spot instance events:

*
  • INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 * with a two-minute notification.

Server process * events:

  • SERVER_PROCESS_INVALID_PATH -- The game server * executable or script could not be found based on the Fleet runtime * configuration. Check that the launch path is correct based on the operating * system of the Fleet.

  • SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT * -- The server process did not call InitSDK() within the time expected. Check * your game session log to see why InitSDK() was not called in time.

  • *
  • SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call * ProcessReady() within the time expected after calling InitSDK(). Check your game * session log to see why ProcessReady() was not called in time.

  • *

    SERVER_PROCESS_CRASHED -- The server process exited without calling * ProcessEnding(). Check your game session log to see why ProcessEnding() was not * called.

  • SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server * process did not report a valid health check for too long and was therefore * terminated by GameLift. Check your game session log to see if the thread became * stuck processing a synchronous task for too long.

  • *

    SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly * after OnProcessTerminate() was sent within the time expected. Check your game * session log to see why termination took longer than expected.

  • *

    SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit * cleanly within the time expected after calling ProcessEnding(). Check your game * session log to see why termination took longer than expected.

*

Game session events:

  • *

    GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the * expected time. Check your game session log to see why ActivateGameSession() took * longer to complete than expected.

Other fleet events: *

  • FLEET_SCALING_EVENT -- A change was made to the fleet's * capacity settings (desired instances, minimum/maximum scaling limits). Event * messaging includes the new capacity settings.

  • *

    FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the * fleet's game session protection policy setting. Event messaging includes both * the old and new policy setting.

  • FLEET_DELETED -- A request to * delete a fleet was initiated.

  • GENERIC_EVENT -- An unspecified * event has occurred.

*/ inline void SetEventCode(const EventCode& value) { m_eventCodeHasBeenSet = true; m_eventCode = value; } /** *

The type of event being logged.

Fleet state transition * events:

  • FLEET_CREATED -- A fleet resource was successfully * created with a status of NEW. Event messaging includes the fleet * ID.

  • FLEET_STATE_DOWNLOADING -- Fleet status changed from * NEW to DOWNLOADING. The compressed build has started * downloading to a fleet instance for installation.

  • *

    FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING * to VALIDATING. Amazon GameLift has successfully downloaded the * build and is now validating the build files.

  • *

    FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to * BUILDING. Amazon GameLift has successfully verified the build files * and is now running the installation scripts.

  • *

    FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to * ACTIVATING. Amazon GameLift is trying to launch an instance and * test the connectivity between the build and the Amazon GameLift Service via the * Server SDK.

  • FLEET_STATE_ACTIVE -- The fleet's status changed * from ACTIVATING to ACTIVE. The fleet is now ready to * host game sessions.

  • FLEET_STATE_ERROR -- The Fleet's status * changed to ERROR. Describe the fleet event message for more * details.

Fleet creation events (ordered by fleet creation * activity):

  • FLEET_BINARY_DOWNLOAD_FAILED -- The build * failed to download to the fleet instance.

  • *

    FLEET_CREATION_EXTRACTING_BUILD -- The game server build was successfully * downloaded to an instance, and the build files are now being extracted from the * uploaded build and saved to an instance. Failure at this stage prevents a fleet * from moving to ACTIVE status. Logs for this stage display a list of the files * that are extracted and saved on the instance. Access the logs by using the URL * in PreSignedLogUrl.

  • FLEET_CREATION_RUNNING_INSTALLER -- * The game server build files were successfully extracted, and the GameLift is now * running the build's install script (if one is included). Failure in this stage * prevents a fleet from moving to ACTIVE status. Logs for this stage list the * installation steps and whether or not the install completed successfully. Access * the logs by using the URL in PreSignedLogUrl.

  • *

    FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, * and the GameLift is now verifying that the game server launch paths, which are * specified in the fleet's runtime configuration, exist. If any listed launch path * exists, Amazon GameLift tries to launch a game server process and waits for the * process to report ready. Failures in this stage prevent a fleet from moving to * ACTIVE status. Logs for this stage list the launch paths in the * runtime configuration and indicate whether each is found. Access the logs by * using the URL in PreSignedLogUrl.

  • *

    FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime * configuration failed because the executable specified in a launch path does not * exist on the instance.

  • *

    FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime * configuration failed because the executable specified in a launch path failed to * run on the fleet instance.

  • FLEET_VALIDATION_TIMED_OUT -- * Validation of the fleet at the end of creation timed out. Try fleet creation * again.

  • FLEET_ACTIVATION_FAILED -- The fleet failed to * successfully complete one of the steps in the fleet activation process. This * event code indicates that the game build was successfully downloaded to a fleet * instance, built, and validated, but was not able to start a server process. For * more information, see Debug * Fleet Creation Issues.

  • *

    FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain * any instances based on the input fleet attributes. Try again at a different time * or choose a different combination of fleet attributes such as fleet type, * instance type, etc.

  • FLEET_INITIALIZATION_FAILED -- A generic * exception occurred during fleet creation. Describe the fleet event message for * more details.

VPC peering events:

  • *

    FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established * between the VPC for an Amazon GameLift fleet and a VPC in your Amazon Web * Services account.

  • FLEET_VPC_PEERING_FAILED -- A requested VPC * peering connection has failed. Event details and status information provide * additional detail. A common reason for peering failure is that the two VPCs have * overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR * block for the VPC in your Amazon Web Services account. For more information on * VPC peering failures, see https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html *

  • FLEET_VPC_PEERING_DELETED -- A VPC peering connection has * been successfully deleted.

Spot instance events:

*
  • INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 * with a two-minute notification.

Server process * events:

  • SERVER_PROCESS_INVALID_PATH -- The game server * executable or script could not be found based on the Fleet runtime * configuration. Check that the launch path is correct based on the operating * system of the Fleet.

  • SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT * -- The server process did not call InitSDK() within the time expected. Check * your game session log to see why InitSDK() was not called in time.

  • *
  • SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call * ProcessReady() within the time expected after calling InitSDK(). Check your game * session log to see why ProcessReady() was not called in time.

  • *

    SERVER_PROCESS_CRASHED -- The server process exited without calling * ProcessEnding(). Check your game session log to see why ProcessEnding() was not * called.

  • SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server * process did not report a valid health check for too long and was therefore * terminated by GameLift. Check your game session log to see if the thread became * stuck processing a synchronous task for too long.

  • *

    SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly * after OnProcessTerminate() was sent within the time expected. Check your game * session log to see why termination took longer than expected.

  • *

    SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit * cleanly within the time expected after calling ProcessEnding(). Check your game * session log to see why termination took longer than expected.

*

Game session events:

  • *

    GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the * expected time. Check your game session log to see why ActivateGameSession() took * longer to complete than expected.

Other fleet events: *

  • FLEET_SCALING_EVENT -- A change was made to the fleet's * capacity settings (desired instances, minimum/maximum scaling limits). Event * messaging includes the new capacity settings.

  • *

    FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the * fleet's game session protection policy setting. Event messaging includes both * the old and new policy setting.

  • FLEET_DELETED -- A request to * delete a fleet was initiated.

  • GENERIC_EVENT -- An unspecified * event has occurred.

*/ inline void SetEventCode(EventCode&& value) { m_eventCodeHasBeenSet = true; m_eventCode = std::move(value); } /** *

The type of event being logged.

Fleet state transition * events:

  • FLEET_CREATED -- A fleet resource was successfully * created with a status of NEW. Event messaging includes the fleet * ID.

  • FLEET_STATE_DOWNLOADING -- Fleet status changed from * NEW to DOWNLOADING. The compressed build has started * downloading to a fleet instance for installation.

  • *

    FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING * to VALIDATING. Amazon GameLift has successfully downloaded the * build and is now validating the build files.

  • *

    FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to * BUILDING. Amazon GameLift has successfully verified the build files * and is now running the installation scripts.

  • *

    FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to * ACTIVATING. Amazon GameLift is trying to launch an instance and * test the connectivity between the build and the Amazon GameLift Service via the * Server SDK.

  • FLEET_STATE_ACTIVE -- The fleet's status changed * from ACTIVATING to ACTIVE. The fleet is now ready to * host game sessions.

  • FLEET_STATE_ERROR -- The Fleet's status * changed to ERROR. Describe the fleet event message for more * details.

Fleet creation events (ordered by fleet creation * activity):

  • FLEET_BINARY_DOWNLOAD_FAILED -- The build * failed to download to the fleet instance.

  • *

    FLEET_CREATION_EXTRACTING_BUILD -- The game server build was successfully * downloaded to an instance, and the build files are now being extracted from the * uploaded build and saved to an instance. Failure at this stage prevents a fleet * from moving to ACTIVE status. Logs for this stage display a list of the files * that are extracted and saved on the instance. Access the logs by using the URL * in PreSignedLogUrl.

  • FLEET_CREATION_RUNNING_INSTALLER -- * The game server build files were successfully extracted, and the GameLift is now * running the build's install script (if one is included). Failure in this stage * prevents a fleet from moving to ACTIVE status. Logs for this stage list the * installation steps and whether or not the install completed successfully. Access * the logs by using the URL in PreSignedLogUrl.

  • *

    FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, * and the GameLift is now verifying that the game server launch paths, which are * specified in the fleet's runtime configuration, exist. If any listed launch path * exists, Amazon GameLift tries to launch a game server process and waits for the * process to report ready. Failures in this stage prevent a fleet from moving to * ACTIVE status. Logs for this stage list the launch paths in the * runtime configuration and indicate whether each is found. Access the logs by * using the URL in PreSignedLogUrl.

  • *

    FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime * configuration failed because the executable specified in a launch path does not * exist on the instance.

  • *

    FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime * configuration failed because the executable specified in a launch path failed to * run on the fleet instance.

  • FLEET_VALIDATION_TIMED_OUT -- * Validation of the fleet at the end of creation timed out. Try fleet creation * again.

  • FLEET_ACTIVATION_FAILED -- The fleet failed to * successfully complete one of the steps in the fleet activation process. This * event code indicates that the game build was successfully downloaded to a fleet * instance, built, and validated, but was not able to start a server process. For * more information, see Debug * Fleet Creation Issues.

  • *

    FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain * any instances based on the input fleet attributes. Try again at a different time * or choose a different combination of fleet attributes such as fleet type, * instance type, etc.

  • FLEET_INITIALIZATION_FAILED -- A generic * exception occurred during fleet creation. Describe the fleet event message for * more details.

VPC peering events:

  • *

    FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established * between the VPC for an Amazon GameLift fleet and a VPC in your Amazon Web * Services account.

  • FLEET_VPC_PEERING_FAILED -- A requested VPC * peering connection has failed. Event details and status information provide * additional detail. A common reason for peering failure is that the two VPCs have * overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR * block for the VPC in your Amazon Web Services account. For more information on * VPC peering failures, see https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html *

  • FLEET_VPC_PEERING_DELETED -- A VPC peering connection has * been successfully deleted.

Spot instance events:

*
  • INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 * with a two-minute notification.

Server process * events:

  • SERVER_PROCESS_INVALID_PATH -- The game server * executable or script could not be found based on the Fleet runtime * configuration. Check that the launch path is correct based on the operating * system of the Fleet.

  • SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT * -- The server process did not call InitSDK() within the time expected. Check * your game session log to see why InitSDK() was not called in time.

  • *
  • SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call * ProcessReady() within the time expected after calling InitSDK(). Check your game * session log to see why ProcessReady() was not called in time.

  • *

    SERVER_PROCESS_CRASHED -- The server process exited without calling * ProcessEnding(). Check your game session log to see why ProcessEnding() was not * called.

  • SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server * process did not report a valid health check for too long and was therefore * terminated by GameLift. Check your game session log to see if the thread became * stuck processing a synchronous task for too long.

  • *

    SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly * after OnProcessTerminate() was sent within the time expected. Check your game * session log to see why termination took longer than expected.

  • *

    SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit * cleanly within the time expected after calling ProcessEnding(). Check your game * session log to see why termination took longer than expected.

*

Game session events:

  • *

    GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the * expected time. Check your game session log to see why ActivateGameSession() took * longer to complete than expected.

Other fleet events: *

  • FLEET_SCALING_EVENT -- A change was made to the fleet's * capacity settings (desired instances, minimum/maximum scaling limits). Event * messaging includes the new capacity settings.

  • *

    FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the * fleet's game session protection policy setting. Event messaging includes both * the old and new policy setting.

  • FLEET_DELETED -- A request to * delete a fleet was initiated.

  • GENERIC_EVENT -- An unspecified * event has occurred.

*/ inline Event& WithEventCode(const EventCode& value) { SetEventCode(value); return *this;} /** *

The type of event being logged.

Fleet state transition * events:

  • FLEET_CREATED -- A fleet resource was successfully * created with a status of NEW. Event messaging includes the fleet * ID.

  • FLEET_STATE_DOWNLOADING -- Fleet status changed from * NEW to DOWNLOADING. The compressed build has started * downloading to a fleet instance for installation.

  • *

    FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING * to VALIDATING. Amazon GameLift has successfully downloaded the * build and is now validating the build files.

  • *

    FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to * BUILDING. Amazon GameLift has successfully verified the build files * and is now running the installation scripts.

  • *

    FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to * ACTIVATING. Amazon GameLift is trying to launch an instance and * test the connectivity between the build and the Amazon GameLift Service via the * Server SDK.

  • FLEET_STATE_ACTIVE -- The fleet's status changed * from ACTIVATING to ACTIVE. The fleet is now ready to * host game sessions.

  • FLEET_STATE_ERROR -- The Fleet's status * changed to ERROR. Describe the fleet event message for more * details.

Fleet creation events (ordered by fleet creation * activity):

  • FLEET_BINARY_DOWNLOAD_FAILED -- The build * failed to download to the fleet instance.

  • *

    FLEET_CREATION_EXTRACTING_BUILD -- The game server build was successfully * downloaded to an instance, and the build files are now being extracted from the * uploaded build and saved to an instance. Failure at this stage prevents a fleet * from moving to ACTIVE status. Logs for this stage display a list of the files * that are extracted and saved on the instance. Access the logs by using the URL * in PreSignedLogUrl.

  • FLEET_CREATION_RUNNING_INSTALLER -- * The game server build files were successfully extracted, and the GameLift is now * running the build's install script (if one is included). Failure in this stage * prevents a fleet from moving to ACTIVE status. Logs for this stage list the * installation steps and whether or not the install completed successfully. Access * the logs by using the URL in PreSignedLogUrl.

  • *

    FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, * and the GameLift is now verifying that the game server launch paths, which are * specified in the fleet's runtime configuration, exist. If any listed launch path * exists, Amazon GameLift tries to launch a game server process and waits for the * process to report ready. Failures in this stage prevent a fleet from moving to * ACTIVE status. Logs for this stage list the launch paths in the * runtime configuration and indicate whether each is found. Access the logs by * using the URL in PreSignedLogUrl.

  • *

    FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime * configuration failed because the executable specified in a launch path does not * exist on the instance.

  • *

    FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime * configuration failed because the executable specified in a launch path failed to * run on the fleet instance.

  • FLEET_VALIDATION_TIMED_OUT -- * Validation of the fleet at the end of creation timed out. Try fleet creation * again.

  • FLEET_ACTIVATION_FAILED -- The fleet failed to * successfully complete one of the steps in the fleet activation process. This * event code indicates that the game build was successfully downloaded to a fleet * instance, built, and validated, but was not able to start a server process. For * more information, see Debug * Fleet Creation Issues.

  • *

    FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain * any instances based on the input fleet attributes. Try again at a different time * or choose a different combination of fleet attributes such as fleet type, * instance type, etc.

  • FLEET_INITIALIZATION_FAILED -- A generic * exception occurred during fleet creation. Describe the fleet event message for * more details.

VPC peering events:

  • *

    FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established * between the VPC for an Amazon GameLift fleet and a VPC in your Amazon Web * Services account.

  • FLEET_VPC_PEERING_FAILED -- A requested VPC * peering connection has failed. Event details and status information provide * additional detail. A common reason for peering failure is that the two VPCs have * overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR * block for the VPC in your Amazon Web Services account. For more information on * VPC peering failures, see https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html *

  • FLEET_VPC_PEERING_DELETED -- A VPC peering connection has * been successfully deleted.

Spot instance events:

*
  • INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 * with a two-minute notification.

Server process * events:

  • SERVER_PROCESS_INVALID_PATH -- The game server * executable or script could not be found based on the Fleet runtime * configuration. Check that the launch path is correct based on the operating * system of the Fleet.

  • SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT * -- The server process did not call InitSDK() within the time expected. Check * your game session log to see why InitSDK() was not called in time.

  • *
  • SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call * ProcessReady() within the time expected after calling InitSDK(). Check your game * session log to see why ProcessReady() was not called in time.

  • *

    SERVER_PROCESS_CRASHED -- The server process exited without calling * ProcessEnding(). Check your game session log to see why ProcessEnding() was not * called.

  • SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server * process did not report a valid health check for too long and was therefore * terminated by GameLift. Check your game session log to see if the thread became * stuck processing a synchronous task for too long.

  • *

    SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly * after OnProcessTerminate() was sent within the time expected. Check your game * session log to see why termination took longer than expected.

  • *

    SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit * cleanly within the time expected after calling ProcessEnding(). Check your game * session log to see why termination took longer than expected.

*

Game session events:

  • *

    GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the * expected time. Check your game session log to see why ActivateGameSession() took * longer to complete than expected.

Other fleet events: *

  • FLEET_SCALING_EVENT -- A change was made to the fleet's * capacity settings (desired instances, minimum/maximum scaling limits). Event * messaging includes the new capacity settings.

  • *

    FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the * fleet's game session protection policy setting. Event messaging includes both * the old and new policy setting.

  • FLEET_DELETED -- A request to * delete a fleet was initiated.

  • GENERIC_EVENT -- An unspecified * event has occurred.

*/ inline Event& WithEventCode(EventCode&& value) { SetEventCode(std::move(value)); return *this;} /** *

Additional information related to the event.

*/ inline const Aws::String& GetMessage() const{ return m_message; } /** *

Additional information related to the event.

*/ inline bool MessageHasBeenSet() const { return m_messageHasBeenSet; } /** *

Additional information related to the event.

*/ inline void SetMessage(const Aws::String& value) { m_messageHasBeenSet = true; m_message = value; } /** *

Additional information related to the event.

*/ inline void SetMessage(Aws::String&& value) { m_messageHasBeenSet = true; m_message = std::move(value); } /** *

Additional information related to the event.

*/ inline void SetMessage(const char* value) { m_messageHasBeenSet = true; m_message.assign(value); } /** *

Additional information related to the event.

*/ inline Event& WithMessage(const Aws::String& value) { SetMessage(value); return *this;} /** *

Additional information related to the event.

*/ inline Event& WithMessage(Aws::String&& value) { SetMessage(std::move(value)); return *this;} /** *

Additional information related to the event.

*/ inline Event& WithMessage(const char* value) { SetMessage(value); return *this;} /** *

Time stamp indicating when this event occurred. Format is a number expressed * in Unix time as milliseconds (for example "1469498468.057").

*/ inline const Aws::Utils::DateTime& GetEventTime() const{ return m_eventTime; } /** *

Time stamp indicating when this event occurred. Format is a number expressed * in Unix time as milliseconds (for example "1469498468.057").

*/ inline bool EventTimeHasBeenSet() const { return m_eventTimeHasBeenSet; } /** *

Time stamp indicating when this event occurred. Format is a number expressed * in Unix time as milliseconds (for example "1469498468.057").

*/ inline void SetEventTime(const Aws::Utils::DateTime& value) { m_eventTimeHasBeenSet = true; m_eventTime = value; } /** *

Time stamp indicating when this event occurred. Format is a number expressed * in Unix time as milliseconds (for example "1469498468.057").

*/ inline void SetEventTime(Aws::Utils::DateTime&& value) { m_eventTimeHasBeenSet = true; m_eventTime = std::move(value); } /** *

Time stamp indicating when this event occurred. Format is a number expressed * in Unix time as milliseconds (for example "1469498468.057").

*/ inline Event& WithEventTime(const Aws::Utils::DateTime& value) { SetEventTime(value); return *this;} /** *

Time stamp indicating when this event occurred. Format is a number expressed * in Unix time as milliseconds (for example "1469498468.057").

*/ inline Event& WithEventTime(Aws::Utils::DateTime&& value) { SetEventTime(std::move(value)); return *this;} /** *

Location of stored logs with additional detail that is related to the event. * This is useful for debugging issues. The URL is valid for 15 minutes. You can * also access fleet creation logs through the Amazon GameLift console.

*/ inline const Aws::String& GetPreSignedLogUrl() const{ return m_preSignedLogUrl; } /** *

Location of stored logs with additional detail that is related to the event. * This is useful for debugging issues. The URL is valid for 15 minutes. You can * also access fleet creation logs through the Amazon GameLift console.

*/ inline bool PreSignedLogUrlHasBeenSet() const { return m_preSignedLogUrlHasBeenSet; } /** *

Location of stored logs with additional detail that is related to the event. * This is useful for debugging issues. The URL is valid for 15 minutes. You can * also access fleet creation logs through the Amazon GameLift console.

*/ inline void SetPreSignedLogUrl(const Aws::String& value) { m_preSignedLogUrlHasBeenSet = true; m_preSignedLogUrl = value; } /** *

Location of stored logs with additional detail that is related to the event. * This is useful for debugging issues. The URL is valid for 15 minutes. You can * also access fleet creation logs through the Amazon GameLift console.

*/ inline void SetPreSignedLogUrl(Aws::String&& value) { m_preSignedLogUrlHasBeenSet = true; m_preSignedLogUrl = std::move(value); } /** *

Location of stored logs with additional detail that is related to the event. * This is useful for debugging issues. The URL is valid for 15 minutes. You can * also access fleet creation logs through the Amazon GameLift console.

*/ inline void SetPreSignedLogUrl(const char* value) { m_preSignedLogUrlHasBeenSet = true; m_preSignedLogUrl.assign(value); } /** *

Location of stored logs with additional detail that is related to the event. * This is useful for debugging issues. The URL is valid for 15 minutes. You can * also access fleet creation logs through the Amazon GameLift console.

*/ inline Event& WithPreSignedLogUrl(const Aws::String& value) { SetPreSignedLogUrl(value); return *this;} /** *

Location of stored logs with additional detail that is related to the event. * This is useful for debugging issues. The URL is valid for 15 minutes. You can * also access fleet creation logs through the Amazon GameLift console.

*/ inline Event& WithPreSignedLogUrl(Aws::String&& value) { SetPreSignedLogUrl(std::move(value)); return *this;} /** *

Location of stored logs with additional detail that is related to the event. * This is useful for debugging issues. The URL is valid for 15 minutes. You can * also access fleet creation logs through the Amazon GameLift console.

*/ inline Event& WithPreSignedLogUrl(const char* value) { SetPreSignedLogUrl(value); return *this;} private: Aws::String m_eventId; bool m_eventIdHasBeenSet = false; Aws::String m_resourceId; bool m_resourceIdHasBeenSet = false; EventCode m_eventCode; bool m_eventCodeHasBeenSet = false; Aws::String m_message; bool m_messageHasBeenSet = false; Aws::Utils::DateTime m_eventTime; bool m_eventTimeHasBeenSet = false; Aws::String m_preSignedLogUrl; bool m_preSignedLogUrlHasBeenSet = false; }; } // namespace Model } // namespace GameLift } // namespace Aws